This is a short summary on „Storyspaces and Rulespaces“ from the MA in ePedagogy Design I’m currently working on.
Wey-Han Tan (April 2008)
Rules define the boundaries of the player’s actions and give them direction and jurisdiction. As shown in the ambivalence of games and toys (Sutton-Smith), they provide both limits and freedom, but also usually require unquestioned acceptance (Caillois) for the player to play a game.
As well as the method of teaching (see the learning paradigms) has repercussions on what is learned beyond the overt content, so does the use of certain types of rules affect the playing experience and the situating of skills and knowledge learned in-game. Weiterlesen